Magic Resistance

Speed

Bounty

Abilities

Contents

Overview

Masters of the arcane, they use the raw power inside of them to blast away everyone that dares to defy them.

Arcane Wizards with high magical prowess, they can cast spells to nuke their enemies as well as aid their allies. They can teleport a group of 4 to 10 allies in an area along the path by 25 nodes (Cooldown: 8 seconds). Their ranged attacks casts a rain of energy meteors that deal armor-piercing area magical damage. Both these abilities along with their very high magic resistance make them annoying and potentially dangerous enemies.

Strategy

Place attacking towers slightly further down the path so that they can deal with any teleported enemies. If possible, try to eliminate the group of enemies quickly so that the mage will not teleport them (they will only teleport if there are 4 or more enemies in an area).

Avoid using magic towers against them as they have very high magic resistance.

Shadow Archers are ideal as they deal good amounts of physical damage against them.

Bone Flingers with Got Milk upgrade can also be a viable choice as their random targeting can hit them instead of the troops that have been teleported forwards.

Barracks troops will not last very long against their magic attacks which pierce armor and deal heavy damage. However, you can position the barracks to force the magus into melee combat, which will prevent them from using their teleportation - as an added bonus, their melee attack is far weaker than their ranged attack, so most friendly units should have no trouble delaying them, unless aided by other ranged enemies.

Trivia

The Arcane Magus are directly based on the Arcane Wizard from the first game, but their meteor attack bears closer resemblance to Magnus Spellbane's Arcane Storm ability.